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Maxi by whirow

Version: 1.03 | Updated: 02/15/09

Soul Calibur 4 (Console Versions for PS3 and Xbox 360)
    Maxi FAQ Version 1.03 (to sync with the current version)

Made by Hiro

Version history
Was doing updates, then Namco suddenly announces version 
1.03 coming soon~!~! drats... need to retest everything....
Thank God Maxi wasn't changed.... much....
*Added Soul Crush properties for some moves
*Changed some notes for move properties
-B+K:B:B:B:A makes opponent land behind you only if performed
from a stun combo.
-AA and BB isn't as unsafe as we thought o.O

Was rather lazy to add stuff.....
Decided to add in some info about his frame advantage 
mixups and relooping moves for reference to anyone
who wants to be more "freestyle"

Never realised that on the 2nd set of PSL2
BL goes into LO instead of RO 
i gotta slap myself for not realising that

Table of Contents
IV.Introduction to Pure Soul Loops

ok basically this is the FAQ for the SC4 version of Maxi.
I've been playing Maxi since SC1, and since there's no FAQ for Maxi,
I've decided to make one ^^
Maxi has been one of the most misunderstood character since the 
start of Soul Calibur history, mainly because most new players tend
to mash alot using him, and despite not knowing what is happening, 
"cool" looking moves still happens due to his stance transitions. 
But in the hands of someone who actually is able to control his 
stances, loops and moves, he can be very deadly; to really 
understand how Maxi works will take alot of training, time,and 
slight reflex to reconise his stuff. In this guide, I'll show you 
from Basics, to the really Advance technics to mastering Maxi.

Since there're plenty of new players in SC4, 
I'll explain the notations mean.

Numbers represent the direction to move your pad/stick
all notations are based on the 1p side.

7  8  9       7=Up, Back     8=Up          9=Up, Forward
4  5  6       4=Back         5=Neutral     6=Forward
1  2  3       1=Up, Down     2=Down        3=Down, Forward

A=Horizontal  Square button
B=Vertical    Triangle button
K=Kick        Circle button
G=Guard       X button

l =Attack hits low
m=Attack hits mid
h =Attack hits high
SL=Attack hits special low, which can be guarded high or low.
UB=Unblockable attack
L =Attack hits low and grounded opponents
M=Attack hits mid and grounded opponents
H=Attack hits high and grounded opponents

NC=Natural Combo
NCc=Combos on Counter Hit
GC=Guard Crush
DOS=Double Over Stun
CS=Crumple Stun
BN=Bounce Stun
SPS=Spin Stun
KD=Knock Down
JF=Just Frame 
CH=Counter Hit
FC=Fully Crouched
FrC=Force crouches opponent
8WR=8 way run
TC=Tech Crouch
TJ=Tech Jump
WS=While standing up
BT=Back turned
(  )=Optional input
[  ]=Hold button
aB=Slide input 
A:B=Just frame input
 + =At the same time
 * =Delayable

Maxi unique legends

RO=Right Outer
LO=Left Outer
LI =Left Inner
BL=Behind Lower
RC=Right Cross

WL=Wavering Light

PSL=Pure Soul Loop

III.Basic Movelist 
(all damage are considered when opponent's armor intact in hit zone)

A attacks
Command   Hit zone    Damage        Properties     Stance   Note
AA          h,h       10,8             NC            RO
6A           h         15                            RO
3A           m         18                            BL
2A          SL         10              FC
1A           l         18
4A           h         19                            BL
4AB         h,h       19,35            NC,KD         LO
4AB4       h,Mx(?)                     NC,KD         LI     (1)
aK          h,m       12,17            NC,FrC        LO
236A        Lx5     8,8,8,8,8          NC            BL     (2)
FC 2A       SL         10              FC
FC 3AAA     Lx3       6,6,6            NC            RO        
FC 1A,B     l,M       18,26        2nd hit TJ, KD    LO
WS A         h         38              KD            LI
7_8_9A       h         28
BT A         h         10
BT 2A        SL        10

(1) If used with wall to your left, goes up to 110 damage
(2) Trip animation, ROs opponent if they are close to the edge

B attacks
Command   Hit zone    Damage        Properties     Stance   Note
B,B         m,m        14,12            NC           LO
6B,B        m,m        10,10            NC
6B,B,B     m,m,h      10,10,31                              
6B:B:B     m,m,h      10,10,36          NC,GC               
3B           m           22                          RO     (1)
2B           m           14
1B           m           18 
4B           m           14                          LO
236B        mx3         8,8,8           NC           LI
FC 1_2_3B    M           14
WR B         m           20                          LI
7_8_9B       m           32 
BT B         m           14
BT 2B        M           14

(1) Launches on CH

K attacks
Command   Hit zone    Damage        Properties     Stance   Note
K            h           14
6K           h           22             KD
3K           m           14
2K,B        L,m        14,20                         RO
2K,K        L,L        14,16            FC
1K           L           10             FC
4K           h           27             KD
236K        mx4     14,10,10,10      NC CS TC
236K,G       m           10           CS TC 
FC1_2_3K     L           10             FC
WR K,K      m,h         16,17     NC,2nd hit TJ
7_8_9K       m           28          Launches
BT K         h           14
BT 2K        L                          KD

Simultanous attacks
Command      Hit zone    Damage        Properties     Stance   Note
A+B           M,m        18,29            NCc 
A+BG           M          18            CS on CH        RC 
6A+B           h          30              KD            BL  
6A+Bg          h          25
4A+B          m,m       14,14             NCc
4[A+B]        m,m       18,14            NC GC                  (1)
WR A+B         m          28                            LI
WR [A+B]       m          36              DOS           LI  
B+KBBBA       mx10        58              NC            RO
B+K:B:B:B:A   mx10        67              NC            RO      (2)
2B+K,B        L,L       12,18             NC                    (3)
4B+K           m        37,12             UB
3A+K          L,m       18,24            NC KD
BT B+K         m          38               GC
2A+K                                                  RO > BL
A+K                                                     LI  

(1) This is a special case UB, 1st hit GCs opening for 2nd hit
(2) If done during a stun combo, opponent lands right behind you.
(3) NC only on downed opponents

8wr atacks
Command      Hit zone    Damage        Properties     Stance   Note
66A          m,h          10,18           ND KD
33_99A        h             20             KD
22A           m             16         SPS on CH        LI
88A           m             16         SPS on CH
11_77A        l             31 
44AB       h,m,SMx2      15,5,5,5         NC RO
66B           h             32             LO
66Bg          h             22              
66B4         mx5         10,30,?,?,?      NC KD         LI      (1)
66B4,G        m             10                          LI
33_99B        M             28                          BL      (2)
33_99bA       h             23             KD           RC
22_88B       mx4         8,8,10,10        NC CS
11_77B        M             25             TC           RC
44B           m             35             CS           RO
66K           h             28             TJ
33_99K        m             18          KD on CH 
22_88KK      L,m           15,21      NCc 2nd hit KD
44_11_77K     m             29           Launches
66_33_99B+K   M             38
Running K     L             26             KD

(1) If used with wall to your left, goes up to 110 damage
(2) Rocket Launches directly upwards on CH 

Stance moves

Command      Hit zone    Damage        Properties     Stance   Note
RO A          h            16                           BL
RO AK        h,m         16,20            NCc
RO A[K]      h,m         16,30            GC
RO B          m            25             CS            RC
RO K          M            20             KD
RO KA       m,h,m       20,16,10        NC FrC          LO
RO K2A       m,l           20                                   (1) 
RO KB        m,m          20,25         NC FrC          RO
RO KK        m,m          20,14           NC
RO K[K]      m,m          20,24           NC                    (2)

(1) If K hits,  2A will whiff
(2) FrC on block, Rebounces

Note: LO goes into RC in 1 neutral shift
Command      Hit zone    Damage        Properties     Stance   Note
LO AK          l,m         18,25
LO B            M           16            TC            RC
LO BK          M,h         16,25        NCc KD
LO K            l           45            GC                    (1)

(1) Auto Taunt on hit

Command      Hit zone    Damage        Properties     Stance   Note
BL A           m          18           CS on CH         LI
BL B           L          16                            RO
BL KK         L,h        14,28          NC KD

Command      Hit zone    Damage        Properties     Stance   Note
RC A          m,M        15,26       NC,FrC on block
RC aA          h          25            RC KD
RC aB          M          25                            BL
RC B           M          34            TJ GC           LO
RC KK         L,m        14,16           NC                     (2)
RC K,K:K     L,m,h     14,16,19         NC GC                 (1)(2)

(1) The last JF kick has Auto taunt on hit
(2) If this move connects on Ring Edge, Maxi will self RO if 2nd K
    is performed.

Note: LI goes into BL in 1 neutral shift
Command      Hit zone    Damage        Properties     Stance   Note
LI AA         m,m       14,14             NC            BL     (1)
LI AAB       m,m,m     14,14,30         NC CS                 (1)(2)
LI AA[B]     m,m,m     14,14,40         NC GC                  (1)
LI B           m          28              TC            BL  
LI bG_B:G                                 TC           LI/RO   (3)
LI [B]         m          39            TC GC           BL  
LI [B]G                                   TC            RO
LI K           m          15           CS on CH

(1) If performed from stun, airs the opponent
(2) Last hit is delayable
(3) JF G input goes into RO instead

B+K during any stance to get into WL. Auto GIs all High/Mid Verts
Command      Hit zone    Damage        Properties     Stance   Note
WL A           l                         CS on CH
WL BBA       m,m,h                          NC          RO     (1)(2)
WL K           h                          KD TJ

(1) Opponent will land just behind you
(2) If done on Xianghua when she's crouching, the last A will whiff.

IV:Introduction to Pure Soul Loops     (UPDATED)

Pure Soul Loops (PSLs) are used to shift through Maxi's stances 
while it cycles through a certain pattern.

All PSLs can be held indefinitely. PSLs are the key to some mind 
games and can be used for wake up games, to bait for GI whiffs, 
sidewinders, mix ups etcWith exception of WL, 
the other 5 stances can PSL.

(  )=Repeat
- PSL 1=[6] while in stance. Shifts stances while moving forward.

LI > LO> (BL > RC > RO)

- PSL 2=[4] while in stance. Shifts stances while retreating. 

LO >  LI > (RC > BL > RO or LO*)

*Special note*
From the BL goes into RO for the 1st set of PSL2 instead of LO
LO occurs on the 2nd set of PSL2 onwards.

- PSL 3=[A+K] while in stance. Shifts stance while stationary.
has Auto GI all High and Mid Horizontal effect from (LO<>RO)

RC > LI > BL > (LO > RO)

(Credits to The Old Sifu)
Note: During PSL 3 on (LO<>RO) phase, LO will goes into BL
instead of RC

- PSL 4= left step while in stance. Sidewinder to the RIGHT starts 
         in LI then shifts stance stationary.

LI > BL > (RO > LI > BL)

- PSL 5= right step in stance. Sidewinder to the LEFT starts in RO,
                then shifts stance stationary.

RO > BL > (LI > BL > RO)

NOTES: Moves that goes into LI stance goes into RO during PSL3

*eg. 236B LI > PSL3 >RO

With exception of A+K, which follows the rule of LI > BL

- LI goes into BL on neutral shift
- LO goes into RC on neutral shift


Contary to popular belief, Maxi is actually one of the slowest 
character in game in terms of start up.His fastest move is his 
standing K (i12) which isn't very fast still considering its a high 
move.He used to be a good pressuring character since SC1, to keep 
opponent guessing and to make them watch and freeze up while you 
work on their Soul Gauge, a low hit or a throw set up.
However he lacks the safety that some other characters have should 
his moves be blocked or ducked.

Closing in
Being a short ranged character without the luxury of major safety
you need to be strategic to get into the opponent's skin.

- 6A > RO 

This is the most basic form of closing in from mid range, 
6A > RO A is also an NCc give you options:

                6A > RO >------- RO A K or A[K]
                                    |__BL A or B or KK

- 66A

This works very well on a side stepping opponent.
Rings out to the left, walls stuns, and its a NC. Beware though 
because the 2nd hit is a High,good players can duck the 2nd hit 
on reaction should they block it.

- 4B > LO

A short/mid range close in tool, 4B > LO B is NC, which means the
opponent has to block the K follow up which is a good +2~3 on block 
giving you an edge for the next attack even on block. The last K is 
high though and can be ducked 
on reaction and punished if abused.
Usage for 4B start up is very wide:

                 4B > LO (neutral shift)> RC ---- RC A or B    
                       |_____LO K or BK

- 44AB > RO

This move has been enhanced from SC3, NC, tracks step well, 
brings you into RO games.

- 11_77B > RC 

This is one of the longest ranged moves you'll have for the
purpose of closing in. It has good Tech Crouch properties, 
Safe on block, RC options.

- 22A > LI or 88A

Mid ranged Horizontal Mid, 22A goes into LI stance, unsafe, 
but on CH gives spin stun for a free LI K stun combo, 
88A doesn't go into stance, its safer, 
on CH it still gives enough spin stun.

- 66K

Mid ranged High kick, rings out opponent to the front. 
Has jump properties so low moves can't hit you


Good if opponent is starting up a slow low 
or if you are anticipating one
9K launches for juggles

Closed in
Basic starters before you can use your stances, 
to deter opponents from intertupting when you are in stance.

-AA > RC 
Basic poking, but beware against faster characters 
for they have faster As, AA is only unsafe against certain
characters, but definately not punishable by any character's
AA, or even BBs, you can auto GI Verts using RC B+K > WL
or simply go into RC KK:K to attempt to TC high AAs.

Found punishers:

Astaroth and Rock

- 2A
Maxi's best poke, good for interupting strings, ducks highs, 
sets you up for strings of your own.

- 3BA
NC, goes into BL, RO A has advantage on block, and all BL
options cannot be interupted on hit, this means 3B on hit
will grant all those great options.

- aK > LO or RO KA
This move is just great, FrC opponent regardless hit or block, 
making LO options very deadly with High K, 
Mid BK and Low AK to choose from

- 4B
As above's describtion, gives great mind game options.
Keep the opponent guessing what's next, don't go into a 

- WL A
One of his faster low moves, although unsafe on block.

- BL B > RO
Another fast low, safe.
An example way to play this:

               RO A > BL B > RO A

- 1K
Maxi's only fast low without a stance

- 1B
Fast vert, safe, good for interupting moves. 

- 3A+K
Didn't really like this move during the start of SC4, but I 
guess its still the same move since the beinging.
NC low high, Rings out to the right~ just don't be too obvious 
with this move.

Grounded opponent
After knocking down the opponent, Maxi has some pretty nifty moves 
to catch them if they stay down or Tech Traps if they roll away, 
a Tech Trap is a move that'll only hit for full damage, should 
the opponent try to ukemi.

- 236A 
Good if they try to roll backwards to if they stay down

- 2B+K B
Catches all attempts to roll left or right

- 33_99B
Tech Traps anyone rolling to the right or back to launch. 
Use sparingly for it won't hit if they are not teching 
or if they aren't aligned

- 1K
Hard to avoid, almost confirmed damage.

Another low move that catches them regardlessly 
For longer range situations

- 3A+K
Hits for minimal damage if they stay down, 
but full damage if they managed to stand up, rings out to the right.

Maxi's CF Game 
Here's a little chart to how many times does it take to crush an
opponent's soul gauge. Maxi has pretty strong CF possibilities
fast GCs, good mids to keep you on the run.
* .5 means that the 1st hit would crush the opponent
note: 2nd number is for 1.03

3B> RO A[K] ----6   >>> 7
4B> LO K    ----6.5 >>> 7
LI [B]      ----8   >>> 10
4BBK        ----8   >>> 13.3 
33_66_99B+K ----8   >>> 9
33_99B      ----9   >>> 10
BT B+K      ----10  >>> 11
66B         ----10  >>> 10
RC B        ----10  >>> 10
RO B        ----11  >>> 13
LI AA[B]    ----7.3 >>> 6.3
66K         ----11  >>> 12
7_8_9K      ----13  >>> 14
1B          ----13  >>> 15
WS [A+B]    ----13  >>> 13

Frame Advantaged moves (NEW)
- aK and RO KA +3-4

This move lands Maxi in LO with +3-4 advantage, making LO BK
a CH bait if they are to attempt any form of attack.
With that in mind, you can try relooping this attack.

- LO BK +2-3

The Kick in this move has a good +2-3 frames on block,
however it is duckable, and any good enough player will duck
it on reaction since you can't cancel it like in SC2.
But, if 4B is to hit, it'll force opponent to guard the Kick
so that you can continue with your attacks

- LO K +3

A good +3 on block, good CF damage, but do not abuse, since
its a high, people will start ducking if you overdo it for a back

- WL K +2-3

Similar properties as LO BK

- RO K[K] +8

+8 on block! and leaves you unstanced, you can go for a throw
if in range, 3A+K or 4B games

- RC B +6

Tech jumps any potential 2A, good CF damage, LO B uninteruptable
so you can plant in an LO K once you've conditioned your opponent,
or PSL2 into LI, or neutral loop back into RC for another RC B
if opponent is accustomed to try GIing both LO K and LO B options

- RC aB +2-3

This move is different from 33_99B in 1 thing, on block,
RC ab > BL B is not interuptable (still guardable thought)
with that knowledge planted into the opponent's head
you can definately reloop this move a few times if setup
well enough. This move has good CF damage like 33_99B too

- WS [A+B] +1-2

LI A is not interuptable by most characters

- LI [B] +12

Good CF damage, all BL options not interuptable by most, 
but there is a chance BL A might be out of range, so most players 
might just duck this anyways since they won't get affected by 
non CH BL A anyways

- 33_99bA +2-3

One of your better close in games, RC A cannot be interupted by 
anyone without a i13 or faster move, but against them specific 
a interupt Which are usually high, you can remind opponents that
RC K does duck under
RC B can be used once they stop trying to interupt for CF damage.

*Note: Xianghua has a specific 2K that interupts
RC A, makes RC B jump over, and is faster than RC K

Relooping moves (NEW)

What is relooping moves?
It is to redo certain moves from advantage moves
It is a gamble since opponent can interupt you if you attempt it, 
but if you have planted knowledge in opponent's head where they 
can't interupt you if you are to directly hit them, they'll most
likely yield and remain on guard for you do go into another 
advantage, while you whittle on their Soul Gauge 
These are just some simple examples for what you can try.


once they know RO KA is not to be messed with, 
most people will wait to duck LO BK instead, but with this loop, 
you can keep going into RO KA, until you decided to use LO K, 
which is still an advantage.

- RC aB PSL1 > RC

BL B cannot be interupted by anyone after blocking RC aB, 
so you can attempt this loop to do it again. 
It is definately worthy for you since RC aB can crush
in 10 guards. RC A and aA can also plant doubts into people 
should they attempt to step left. RC K can duck under any of 
Amy's 6BB interupts, RC B ducks any 2A
so play this loop accordingly to how your opponent reacts

You can also play RC aA > RC aB PSL 1 to keep them on the guard.


Can't really say this is safe, 
but RO aK is definately something to watch out for
Play this at max range to be safer.

- RC B Neutral > RC

Simple enough, lets you go into your RC games.

- LI [B] PSL3 > LO PSL2 > LI

You can stop loop and go into LO K or LO B halfway 
during this sequence, but once again if conditioned properly, 
and opponent starts watching your showcase of loops
you can crush them twice before they wake up.

Maxi's Just Frames (NEW)

- 6B:B:B
Difficulty : 3/5
Difference : Makes the move NC , last hit GCs, 5 more damage
Timing     : 2nd B comes in when the 1st B hits, last B comes 
             in when 2nd B hits
Notes      : Not mashable, still unsafe on guard despite GC, 
             but does more CF damage

Difficulty : 0.5/5
Difference : Last Kick is only avalible if JF is performed
Timing     : Last K inputed when 2nd K hits
Notes      : Mashable

- B+K:B:B:BA
Difficulty : 10/5 (yes it is that hard)
Difference : Extra damage, 67 instead of 58
Timing     : Individual B to be input on the 2nd, 4th, and 6th, 
             and A input on 8th hit
Notes      : Mashable, can be done by doing B+K, Mash B, Mash A+B

- LI B:G >> RO
Difficulty : 2/5
Difference : LI B usually lands in LI, 
             if done correctly you'll get into RO stance.
Timing     : Late G input just before impact
Notes      : No "White Flash" animation


Natural Combos (NC)

AA (18)
BB (26)
3B RO A (38)
44AB (30)
4AB (50)
4ABG (depends on when you cancel the attack)
4AB4 (Various if Wall is to your left)
FC 3AAA (depends on how many A you input)
6BB (20)
WS KK (33)
4BB (30)
B+KBBBA (53)
B+K:B:B:B:A (67)
2B+KB on grounded opponent(32)
66B4 (Various if Wall is to your left)

aK (29)
236A (32)
236B (24)
236K (depends on when you cancel the attack)
3A+K (42)
66A (28)
22_88B (36)

From Stance
RO KA (56)
RO KK (34)
RO KB (44)
LI AA (28)
RC A (41)
RC KK:K (47)
BL KK (42)

Natural Combos on Counter Hit (NCc)
A+B (51)
6BBB (50)
6B:B:B (55)
2KK (32)
22_88KK (39)
2B+KB on standing opponent (27)

Stance NCc
RO AK (39)
LO AK (49)
LO BK (44)

Standard Combos

--> 1K, (53)

--> BL B (41)
--> BL K (39)

--> 1K (27)

--> G cancel stance 1K (47)
--> LO B (61)

2KB (2K whiffs)
--> RO B (50~51 depending on tech) Stun is shakable.

--> 66B+K (56)
--> 33_99B
--> 6A+B

--> 66B+K (48)
--> 236A (49)

33_99B or RC aB
--> slight delay, BL K,K (58_60)

--> RO B (59)
--> G, 66B+K (60)

--> 66B+K (59)

RO K,[K]
--> 66B+K (68)

LI B_[B]
--> slight delay, BL K,K (58_68)

--> BT B+K (65)

Counter Hit (CH) Juggle Combos

--> RO B, RC K (57~58 depending on tech)
--> RO K[K] 66B+K 

--> LI K, 66B+K (54)
--> LI B, slight delay, BL K,K (61)
--> LI K, 3B, RO B, RC K (71~72 depending on tech)
--> LI K, 4BBK A+Bg
--> LI K, 6BBB or 6B:B:B
--> LI K, B+KBBBA 
--> LI K, B+K:B:B:B:A

--> 3B, BO B, RC K (65~66 depending on tech)
--> 4A,B, LO B (65)
--> 4BBK A+Bg
--> 6BBB or 6B:B:B

--> G, 66B+K (67)
--> PSL3 LO K
--> PSL1 RC A

--> LI K, B+KBBBA (54)
--> LI K, B+K:B:B:B:A BT B+K
--> LI K, 6BBB or 6B:B:B
--> LI K, A+B (64)
--> LI K, 4BBK A+Bg (against certain characters 2B+KB)
--> LI K, 3B, RO B, RC K (73~74 depending on tech)
--> LI AAB
--> (opponent's back to the wall) LI K, 3B (wall)

--> 1K (40)
--> 22_88K if opponent stays down (44)
--> 88K,K if opponent techs (72~74)

--> 66B+K
--> 33_99bA > RC A (87~98)
--> 236A
--> 236B

Wall Combos

66K,W! or 66A,W!
--> 4BBK
--> 3B->RO B->RC K

--> LO BK

6A+B,W! or 33B,W!
--> BL A->LI K, 4BBK
--> BL A->LI K, 3B->RO B->RC K

Most of the combos here are contributed by the members from:

More to come in the days to come...

Credits to the following players
Keldon Creep
Fhong Yunsung
Spyder for all the basics he taught me back in the days
Aqua Snake
Johnny Blaze
Shen Yuan aka Raymus
Shen Ou aka Aheda even though you don't play Maxi lol
the old sifu
Jace Windu
and all the other dedicated Maxi players.

If there is something that I'm missing or something I have put wrongly,
Please e-mail me at:
You will recieve full credit.

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